Universal Radar
Improved, dynamic, and configurable contour maps (and more) for every moon.
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About this mod Author’s original text
Universal Radar
My solution to the problems with the vanilla radar and the incompatibilities it introduces with modded moons, all in one highly configurable package!
- Automatically detects terrain meshes on any moon and generates a contour map
- This works for modded moons via LLL (assuming it can find something that looks like terrain), and supports both mesh terrain or Unity's built-in terrain.
- These are also highly configurable, so if you aren't happy with how a certain moon's map is auto-generated, you can always adjust its parameters.
- Generates radar objects for large meshes (and bodies of water) on modded moons
- So you can usually see buildings and other large obstacles on the radar as well
- New handcrafted radar sprites for objects, buildings, and hazards on vanilla moons
- Automatically reverts to a basic version of the pre-v70 radar if a player is inside an interior that doesn't have any radar map sprites
- A few other tweaks to radar and camera things to make the rest of the mod work as intended
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Questions / Issues
What does this do for modded moons and vanilla moons?
On modded moons, this will add a height-shaded terrain contour map (if applicable terrain can be found) and create translucent meshes for large objects which will appear on the radar screen. This should be enough to create a fully functioning radar even when the moon creator hasn't added a contour map or any radar sprites themselves.
On vanilla moons, a terrain contour map is still generated automatically, but instead of meshes generated at runtime, sprites are used to represent buildings and large objects (which is more in-line with the vanilla style).
All of this is configurable, though, so if you want one feature but not the other, or vanilla moons to use generated meshes instead, that's all possible.
What about moons without terrain?
Even without the terrain contour map, the generated radar meshes for large objects should usually fill in more boxy or industrial environments.
Does this do anything for modded interiors?
Yes (kind of)! Doing fully dynamic runtime generated interior radar isn't an easy undertaking, and the structure I use for outside contour map generation isn't super easy to apply to interiors yet.
So, until I or somebody else gets around to actually finishing a project like that, Universal Radar will automatically restore something similar to the old radar when a player is inside an interior detected to have no radar sprites. This should at least make outdated interiors playable, if a little visually jarring.
How does this affect load times or performance?
It certainly may add a bit to your load times, but it should only be really significant when landing on a moon that does not have mesh terrain (the standard vanilla type of terrain in Lethal Company) for the first time. This can take especially long depending on the size or number of terrain objects on the moon. However, meshes are remembered for the rest of the session after this.
(if this becomes a serious problem or even times out players with load times, you can disable these types of maps from being generated in config)
The one other area I'd be concerned about for performance (though I haven't tested this extensively) is the generation of radar objects. So, if you feel like this mod is lowering your FPS (especially when looking at the radar screen), try lowering the `Radar Object Display Threshold` in config, or use the master disable option to stop generating them entirely.
I also have some built-in debug logs for timing certain methods, so if you're interested in those sorts of details you can take a look.
The default generated maps for certain moons don't look right
Consult the user guide below if you want to better configure it, and if it's your moon, consult the moon creator guide for how you can improve compatibility/change those default config settings.
What moons don't work with Universal Radar?
As far as I know, Magic We
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: